|
Post by Deth on Aug 20, 2014 14:32:12 GMT
They have not added beacons for future ages.
|
|
Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
|
Post by Lord Ba'al on Aug 20, 2014 21:38:36 GMT
Can someone clarify... So this is confirmation that they are collecting PC analytics? I'm finding out from Production and will report back tomorrow. How fares the report George?
|
|
|
Post by hardly on Aug 20, 2014 22:01:18 GMT
He's posted an answer here but I think it is still quite ambiguous as to what they are actually collecting.
|
|
|
Post by Danjal on Aug 21, 2014 17:11:29 GMT
|
|
Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
|
Post by Lord Ba'al on Aug 24, 2014 12:45:13 GMT
I think that might actually be a viable solution. Have two versions, not a mobile version and a PC version but a f2p version and a normal version regardless of platform. I don't think having f2p players play with non-f2p players in the same "universe" would be a good idea though. So that would require 2 separate universes.
|
|
|
Post by banned on Aug 24, 2014 13:21:38 GMT
I think that might actually be a viable solution. Have two versions, not a mobile version and a PC version but a f2p version and a normal version regardless of platform. I don't think having f2p players play with non-f2p players in the same "universe" would be a good idea though. So that would require 2 separate universes. unfortunately, single 'verse is the only part of originally pitched idea 22cans stuck with.
|
|
|
Post by Danjal on Aug 24, 2014 14:32:18 GMT
I think that might actually be a viable solution. Have two versions, not a mobile version and a PC version but a f2p version and a normal version regardless of platform. I don't think having f2p players play with non-f2p players in the same "universe" would be a good idea though. So that would require 2 separate universes. Allow me to point out that 22cans is having a hard time getting people to play together on a single platform... (If hubworld has been "played", the only reasons to keep it back I can think of either are that they can't get the seperate platforms to connect together, that they can't get mobile to connect to mobile at all or that the gameplay itself is broken - considering how they've dealt with broken gameplay thus far it is most likely that they have problems with connectivity, getting people across the world to actually PLAY together at the same time.) As such, Its unlikely that we'll see this cross platform play happening soon - if at all. As for a split version? Just think plain budget.
|
|
|
Post by 13thGeneral on Aug 24, 2014 15:51:13 GMT
It's not a terrible idea, it's just extremely unlikely to be realistically plausible this far into development, given the necessity to continue with what little revenue (one might presently assume) that they have. It's very likely they'll [figuratively] be chasing their own tail just trying to stay afloat - continuously focusing on the mobile, because that's where the money is. But, just for sake of this discussion, as I mentioned before; Godus PC V2.1.8858.24639 - Rating for gameplayBut that's where they could have two distinct products; Project Godus for Desktop and Godus: Voyages for mobile. Two distinct games and platforms, two distinct development groups. To me, their biggest failure was thinking too restrictively with the cross-platform idea, and then getting tethered by mobile T&C policies and limitations.
|
|
|
Post by Danjal on Aug 24, 2014 16:15:00 GMT
One of the first things you learn with problemsolving techniques - if a problem is too large to solve at once, you break it down into more manageable parts. This is EXACTLY what 22cans should do with Godus. Let go of their grand vision of some utopian game that will unite all the disparate groups of gamers. And instead focus on a game that is enjoyable in and of itself first. Something that people will be WILLING to play and pay for for an extended period of time. Rather than just a quick cash grab and then nothing.
Which in and of itself is quite a large problem still. Meaning a further breaking down to more manageable parts, putting in bits of gameplay that are enjoyable and compelling. Meaning you'll need SOME form of overarching guidance as not to lose track of your final (original) goal.
I definitely agree that in the attempt to think bigger, they've narrowed down their potential scope so small that they can no longer adjust to changes properly.
|
|
|
Post by 13thGeneral on Aug 25, 2014 2:26:08 GMT
Honestly, I keep going back and forth on this whole thing. And even though I haven't completed all the "content" in the latest build, I think I'm burned out on it already. Oh, and that balance file thing isn't enough to keep me interested, because... nothing new to play with except making the game progress smoother.
|
|
|
Post by 13thGeneral on Aug 26, 2014 22:44:33 GMT
So, nothing new? No discussions about the New PC Opt in build available (V2.3 Opt-In 1)? First, the balance file thing is still not out; not that I plan to use it mind you. I don't plan to play this opt-in it since it doesn't interest me enough and there's no new content - other than more Voyages, er, Events? I dunno anymore (don't care) - and they temporarily nerfed swamps, but I figured someone would chime in. Or, have we all sort of... given up?
|
|
|
Post by Danjal on Aug 26, 2014 22:48:50 GMT
Agreed 13thGeneral - nothing worth seeing. The balance thing isn't even there yet. (surprise surprise, 22cans and meeting promised deadlines)
Fixes: Through prolonged exposure the Astari have become immune to SwampsHehe, called it - why fix a mechanic if you can simply prevent the way people worked around it. Nothing as fun as making the game actively horrible for the player and then NOT actually bother balancing the mechanic in the first place. New 'events' - can only assume these are voyages. Nothing interesting or worthwhile there. As voyages still provide no incentive to be completed. (Rewards do not justify the bother...) Fast Forward doesn't help, especially if its as buggy as it was last time around causing followers that leave the boat last not being able to reach the shrine in time. Polished abodes (polishing a turd and all that right?) Camera turning - did they finally remove the degrees lock? Can we spin freely now? Or is that restriction still in place for some strange reason? Ohhh and best of all, we went to v2.3, remember the days when "going from v2.0 to v2.1 was supposed to mean a big update" - I guess they've entirely given up on the pretense and just are kinda fapping around now.
|
|
|
Post by hardly on Aug 27, 2014 0:39:06 GMT
I love it. The diss appointment is so predictable. Still waiting for the point of playing this game.
It's great how every time we find a work around for an aspect of the game we don't like they shut down the work around rather than fix the broken mechanic.
For whatever reason 22cans work rate is too slow. Part of the reason is the constant rework from bad planning. I'm not sure what the rest of the reason is.
18+ months down and design isn't set, most content isn't done, hubworld isn't implemented (which by the way originally sounded like something peter expected to be done in April), astari are experimental and broken, etc.
Yes it's early access but you still need progress towards some final state. I'm not getting that sense where things are at.
|
|
|
Post by banned on Aug 27, 2014 2:19:04 GMT
I love it. The diss appointment is so predictable. Still waiting for the point of playing this game. It's great how every time we find a work around for an aspect of the game we don't like they shut down the work around rather than fix the broken mechanic. For whatever reason 22cans work rate is too slow. Part of the reason is the constant rework from bad planning. I'm not sure what the rest of the reason is. 18+ months down and design isn't set, most content isn't done, hubworld isn't implemented (which by the way originally sounded like something peter expected to be done in April), astari are experimental and broken, etc. Yes it's early access but you still need progress towards some final state. I'm not getting that sense where things are at. But didn't you hear? The issue isn't with the P2W design, it is that we keep playing it wrong and expecting a "completed" project from an "in progress" one. "Bad customer! Bad!", (22cans swings a newspaper at the customer. They had been cutting misshapen paper dolls out of it a moment before. It shreds in a mess all over the room. They then urinate on the shredded paper in lieu of clean up.)
|
|
|
Post by 13thGeneral on Aug 27, 2014 15:14:59 GMT
Agreed 13thGeneral - nothing worth seeing. The balance thing isn't even there yet. (surprise surprise, 22cans and meeting promised deadlines) I'm actually not surprised, and sort of half expected them to pretend like they forgot about it. Of ccourse, I try not to hold any early access updates to any deadlines on stuff; but this thing was announced almost a month ago like it was content ready. They need to stop doing that. That's why "this is what we're working on" posts are important, and simply say, "it'll release when it's ready, or we'll tell you if we trashed it". Other indie devs do this and the majority community is ok with it - because it's open and honest. Giving vague deadlines and promising stuff that isn't ready just hurts them later, but hiding it and surprising the community with half-baked ideas also hurts. Every. Single. Time. It's just so blatently obvious. And yet they deny it and dance around it like bad magicians after a spectator spots the trick. I'm starting to get the feeling nobody is quite certain what most things are actually called in this game, not even the devs. And who do they think they're fooling with this distraction? They can't possibly have actually expected the PC crowd to accept more Voyages/Events as fresh content. I'm just... I don't know anymore. Really. Just nonsense. They didn't even expand on what they "polished" on the abodes, or why it wwas needed. And yes, supoosedly they unlocked the 360 degree turning, to allow complete rotation. I don't know for sure, haven't tested it; probably won't. (22cans; please be more verbose on your update descriptions) Huh. You're right. I didn't even catch that. Odd.
|
|
|
Post by engarde on Aug 27, 2014 16:28:51 GMT
I'm sure we had reports of swamps NOT working to kill off astari from some players, so I thought the new swamp comment in 2.3 was open to two completely different interpretations - 1) being that astari cannot be zapped by swamps meaning use the expensive meteors instead or 2) whatever random factor meant astari were already immune to swamps sometimes had been tweaked meaning that we all be able to kill of astari with swamps.
Not that anyone has responded of course.
Given I've maxed out 2.2/2.3, all I get in the refresh is another change to finish an old voyage and 3 new ones - which is something I suppose.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Aug 27, 2014 16:36:02 GMT
Huh. You're right. I didn't even catch that. Odd. It's almost as if they are working off of a different scale entirely to pretend like their iOS version is some sort of completed product. It's uncanny how often they use a commonly understood term in a not so commonly understood way... You'd think they'd be doing themselves a service by keeping it simple for us backer-neanderthal-whiny-"bully" types. en.wikipedia.org/wiki/Software_versioning#mediaviewer/File:VersionNumbers.svg
|
|
|
Post by 13thGeneral on Aug 27, 2014 16:55:35 GMT
I suppose, perhaps, they progressed through revisions in-house? But they didnt say as such in the release notes. Of course, as Danjal said, they have stated in the past that versions numbered in the second identifier would/should be larger content updates. So it appears they've either messed up the numbering, or deliberately are faux-progressing them to appear they've done more than they have - but hopefully it was just an oversight one way or the other. Something to note; I thought it odd that they called it "v2.3 opt-in 1" as in "part 1" - which is not a standard way to number updates; so perhaps it's a laments term so the little kiddies understand it's just the first bit of v2.3? I dunno. It's all very peculiar.
|
|
|
Post by Gmr Leon on Aug 27, 2014 17:06:23 GMT
I suppose, perhaps, they progressed through revisions in-house? But they didnt say as such in the release notes. Of course, as Danjal said, they have stated in the past that versions numbered in the second identifier would/should be larger content updates. So it appears they've either messed up the numbering, or deliberately are faux-progressing them to appear they've done more than they have - but hopefully it was just an oversight one way or the other. Something to note; I thought it odd that they called it "v2.3 opt-in 1" as in "part 1" - which is not a standard way to number updates; so perhaps it's a laments term so the little kiddies understand it's just the first bit of v2.3? I dunno. It's all very peculiar. I believe it's a simple way to indicate exactly what you describe, first part of the v2.3 opt-in updates. Meaning we should maybe see a series of these before 2.3 hits the main branch, not unlike how we've seen this in prior opt-ins. Only difference this time is that they're doing the whole opt-in 1 thing. I think they may have decided that it was silly to run the intermediate version numbers when they would never reach the main branch, so this is their little compromise.
|
|
|
Post by Danjal on Aug 27, 2014 17:22:23 GMT
If only they bothered to fix the pathfinding that causes Astari and other homeless followers to get 'stuck' and spam you with unhappiness without you being able to do anything about it.
Fun fact, Astari spam you with unhappiness even though they do not officially join you (and become yours) untill AFTER they reach your settlements. The entire route they spam unhappiness, and there's nothing you can do about it. And if they happen to get 'stuck' halfway? Well, you're screwed because they're in grey area where you have no power. If they get stuck underneath settlements? You have to destroy the entire settlement.
But hey, by ALL means. Prevent the one solution that made the game somewhat playable. I'm sure it'll increase the retention of the game as more people will quit in frustration as their followers are doomed to unhappy conversion to the Astari overlords =P Great design by the genius Peter Molyneux =D
Now allow me to provide a few solutions: 1 - Stop followers from wandering into places they can't get to in the first place (no followers getting stuck on cliffsides, mountains, under settlements etc) 2 - Astari don't convert untill AFTER they reach your settlement. They do not become homeless untill AFTER you log in and the game registers them as homeless. Preventing tons of unhappiness to stack up because of some calculation that happens during downtime. 3 - Astari festivals are altered to work WITH the downtime nature of the game, no triple, quadruple or more conversions because you haven't played for 8 hours. IF you design a game to run on its own you don't go punishing people for putting the game down and not playing it in the first place.
And there are countless other solutions that could be put into place to fix this currently broken mechanic. Making the game more enjoyable. Adding more voyages != adding more content to the game. You want more variety not more repetition if you want to achieve better retention.
|
|